fiction

By Martin Li, 21 September, 2020
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he annual Interactive Fiction Competition is an institution that has endured for almost 20 years, with the goal of discovering each year’s best and brightest works in the world of text-based gaming. The genre is surprisingly broad and complex – and this year’s entries show how much text games have to offer modern audiences, even those who don’t ordinarily play computer games.

The age of free and intuitive creation tools, combined with the explosion of mobile platforms, e-reader devices and an audience that’s comfortable reading screens, means a brand-new opportunity for fresh narrative experiences that stand to attract new types of players.

Veteran gamers may remember the text-based adventures of history – titles like Adventureland, Zork and Hitchhiker’s Guide to the Galaxy. Arriving in the late 1970s and early 80s, they were taut, forbidding puzzles of logic and language; proceeding the age of graphics on home computers, they made the most of constraints, using brief, carefully chosen prose and a limited list of terse commands to create the experience.

By Mads Bratten Myking, 19 September, 2020
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The novel is digital, it was digital, and it will be digital. Most authors have written on word processors and most publishers have made books with some form of desktop publishing software since the early 1990s. The first novels for digital display were written and published in the late 1980s. From a literary perspective, the question is whether such digital-born literature translates into palpable changes in the novel form, why, and how.

Previoustheories of the meeting of digital technology and literature have all too often presented a predetermined fate for this pairing—an essentialist vision of literature, technology, or both. I begin by showing this process at work in the creation of Michael Joyce’s afternoon, a story (1987), the most well-known hypertext fiction. Joyce’s work is often understood as evidence that hypertext and digital technologies were inherently suited to experimental practice. I show, instead, that hypertext technology was initially reader and user friendly, and that the experimentalism of afternoon should be credited to Joyce’s literary goals. Print books also became digitally born in the 1990s, with all major American publishers shifting to digital typesetting (or desktop publishing). This largely unnoticed shift shows a technology developing according to the particular state of the publishing industry during this period, and the fading influence of high postmodern literary style. I show how three authors—Mark Z. Danielewski, Jennifer Egan, and Junot Díaz—turn digital technology toward more narrative means during this period, augmenting textual meaning with an enhanced typographical paratext. Last, I look at a digital book within a book, the Primer from Neal Stephenson’s The Diamond Age or, A Young Lady’s Illustrated Primer (1995), to show how this digital book remediates the social and contextual aspects of the early British novel. The Primer shows how clearly digital fiction has been defined as highly experimental, and how this constricts how we think about digital fiction and what it can be. Digitizing the novel has not meant something stable or predefined, but is a moving target, shifting to account for context, public, and literary moment.

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Explained very simply, this piece is a story about a man being presented with a mysterious object that is either 1) directions upon which he must act or 2) documentation of his own origins. If they are the former, then the events that proceed in the story are the events that proceed. If they are the latter, the events that proceed are his re-encounter with how he came into being not as an organism (what is that even?), necessarily, but as a someone who believes in space, physicality, reason, etc.The piece alternates between two locations: "in here," which is where the narrator builds a space in order to orient himself in relation to the question the mysterious object presents, and "that sort of place," which is where the narrator is presented with new information that both helps and antagonizes him. The juxtaposition of the closed, structured space of "that sort of place" with the open sprawl of "in here" invokes the question that the narrator circles around - whether he can recreate or reconstruct his own beginnings or origins to the point of creating the closed, structured space in which he exists now.

Source: https://wiki.brown.edu/confluence/display/wdm/Cave+Writing+Presentation…

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always tomorrow is a virtual reality fiction piece for HTC Vive. The viewer/reader is positioned in the centre of an infinite visual galaxy populated by 40 small interactive spheres, suggestive of planets but textured with distorted images that resonate with the stories they hold within. The viewer touches the spheres in any order to activate audio and unfold a time-twisting, fringeaffirming, ether-inflected love story set in Berlin in the Weimar Republic with a tomorrow already speaking itself on the protagonists’ lips. We hope the piece resonates with the contemporary moment, too, somewhere between histories and futures; the objects of our desires and our longing, the periphery of the culture and its centre. It’s also a mediation on the power of poetry

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You - Who? is a ten minute fiction film installation for one participant at a time in which the participant features significantly in the film narrative, resulting both in humour and a certain sense of unease. The film deals with issues of identity theft: the protagonist, returning from a conference, is gradually 'possessed' by another conference attendee—portrayed by the data from each participant. The project investigates possibilities for development of the interactive film genre given current technical affordances, whilst retaining a 'standard' film-watching format. Each participant is asked by the installation for voluntary data: typing their name, their philosophy in life, choosing a favourite artwork and photograph, recording their spoken name, taking a photograph and a short video. This is the data that is rendered into the film being watched.

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978-1-93-399664-6
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Mexica: 20 Years–20 Stories [20 años–20 historias] contains 20 short narratives developed by the computer program MEXICA. Plots describe fictional situations related to the Mexicas (also known as Aztecs), ancient inhabitants of what today is Mexico City. This is the first book of short-stories produced completely by a creative agent capable of evaluating and making judgments about its own work, as well as incorporating into its knowledge-base the pieces it produces. By contrast with other, statistical models, MEXICA is inspired by how humans actually develop fictional stories. The book, in both Spanish and English, also includes source references related to the program. Preface by Fox Harrell.

(Source: Publisher's catalog page)

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Mexica book cover image
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"Black Room," is a browser-based, narrative game about falling asleep while on your computer, on the internet. You play as an insomniac on the verge of sleep, moving through shifting states of consciousness. Hallucinatory, pixelated visions of landscapes filled with sprites ripped directly from the arcade/NES/SNES video games of your childhood appear and disappear as you click through fragile internet spaces. Point-n-click mini games are scattered throughout the narrative. Often  interrupted, you continually return to the Black Room, a meditation technique your mother taught you for falling asleep, visualizing black flowers in a black vase on a black table in the center of a black room.

This game, conceived as a feminist dungeon crawler, features a majority women cast of video game sprites from the 1970s-current day.  This work seeks to bring these characters together to form new narratives:  Chun Li reposes elegantly in a desert oasis filled with flamingos;  Catwoman languidly cartwheels across the nighttime beaches of Coney Island; Jennifer Simpson, the lead character from  Clock Tower, runs endlessly through the brightly pixelated fantasy landscapes of the Oregon Trail. These narratives appear as “Strange Visions,” to the player, induced by shifting stages of wakefulness.

(Source: Creators description of work)

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Title page of Black Room
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Breathe is a ghost story. It is a ghost story about a young woman, Flo, who likes to talk to ghosts. Or maybe it’s the ghosts who like to talk to her.

Full of psychological suspense and haunting interruptions, Breathe is a story for anyone who wants to know what it’s like to read a personalised book and feel a chill when they see their digital world and their real world combine.

Intimate and uncanny, Breathe will leave you checking over your shoulder and looking at your phone and your room in a way you never have before.

 

(Source: Taken from the about page)

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An interactive short story, A MODERN GHOST explores a young man's memories of a love that was never realized.Featuring an original soundtrack, 22 photo illustrations, and a few innovative surprises, it is the first release by digital literature studio AltSalt.LENGTH: 3-5 minutes

(Source: App store description of the work)

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Screencshots of black and white visualizations of characters in the story